Hi there, it's Oliver here from Blentus.com.
In this first part of the tutorial, we're going to see how to add materials to the scene,
how to apply them to the objects, and how to change the basic parameters of the material.
So let's go for it.
Okay, so here in this scene, I have these three cubes, which I'm going to apply some materials.
Okay, so we select the object, and we go here to the materials panel.
All right, let's click new.
And here we have a new material.
This object already has some material applied.
Let's call this material red mat.
This is the name of this material.
Right, here you decide the type of material it will be.
Okay, you have this wireframe material, a volumetric one, and a halo one.
But right now we are going to focus on the surface materials, which are the most used.
Okay, so here you have the preview window.
In this little panel, you can see the behavior of the material.
So try to keep it always aside, because it will help you to know what's happening when
you tweak parameters.
Now in the diffuse panel, you will decide the base color of the material.
In this case, it will be red, for example.
And you can see on the preview window that it has changed to red.
Here you decide the type of the shader, for example, the normal one is lumbered.
All right.
With A, you can close or open the different submenus, or just click on this arrow.
The specular panel will let you adjust the coloring intensity of the shines of the material.
Right, so you can change this shine color to something like orange, like this, and make
it more intense and a bit more hard.
Right, close it, and let's pass to the shading panel.
On the shading menu, you have these properties.
Emit is the amount of light the object emits.
But keep in mind that using normal render parameters, it won't actually emit light.
It just will make the material brighter, without affecting to the scene's illumination.
Right, as you can see, it affects the material, but it doesn't illuminate the background.
Okay.
Now shadeless will make the material to be not affected with lights and shadows.
So it will be seen just plain.
Ambient, when you have an ambient color and the world's ambient illumination by default
is black.
You will find it on the world panel, and here you have the ambient color.
By default is black, but if you have here some color to illuminate all the scene, here
on the ambient parameter, you will decide how much the ambient color affects this material.
Okay.
And now the translucency is the amount of illumination the object receives from behind.
Very useful for things like curtains, paper, and all that stuff.
Okay, now transparency.
Well, this is a pretty cool one.
By default, it is disabled.
Okay, so if you want the material to be transparent, just activate it, and you will have to decide
between sea transparency and ray trace.
Well, sea transparency is the basic transparency material.
And ray trace is more realistic, but it will take more time to make the render.
So use it just when needed.
Okay, sea transparency, you will have these options.
Alpha, which will decide the amount of transparency, the object halves.
Okay, here you see that it lets see the image behind it.
And the specular will decide the amount of transparency, the shine parts, the specular
parts, half.
Okay.
Normally is one.
Okay.
The Fresnel panel will make some kind of smooth theme between the borders and the center of
the object's transparency.
Okay, now let's move on the ray trace one.
Okay, ray trace have some additional parameters than the normal ones of the sea transparency,
which are this one.
For example, the industrial refraction.
This will make the object to have refraction effects.
Okay, so changing this parameter, you will get some different refractions.
Okay, for example, this one, this parameter is very, very useful for simulating, for example,
glass materials.
Okay, here you have the amount of glossiness.
Okay, this will make the material, the refraction to be more glossy or less glossy.
And, also, you can change the quality of it.
Okay, you can see here you can see some points, okay, it's a blur with low quality.
And here with the samples, you can increase that quality.
Okay, right now it's much better.
Right, next, deactivate this so you can see the rest of the parameters.
Let's move on to the mirror.
On the mirror panel, you will decide if the object has reflections or not.
Okay, here in the reflectivity parameter, you decide the amount of reflectivity the
object has.
Okay, this is 100%.
Here you will decide the color of the reflections.
Okay, let's stay in white.
The Fresnel effect, just the same that the transparency one, okay, it will smooth the
effect of the reflections between the borders and the center of the object.
And here you have this option, the mass distance.
This will tell the object how many distance it will receive the reflections.
Okay, so more than 12 meters in this case, it will blend to the material color or the
sky color in this case.
You will tell Blender if it takes the sky color or the material color for blending.
Okay, this is very useful also.
Now the amount of glossiness again and here the quality of the glossiness effect.
Here you will see, it's better.
Now the surface scattering, it will simulate the light, the backlighting scattering inside
the object.
Okay, but this is pretty advanced, so we are not going to enter in that this tutorial.
The strand are parameters for the rendering the fur make with particles, okay, so I won't
use it in this tutorial also.
And in the options and shadow panels, you have some options on how Blender renders this
material, right?
But these are pretty advanced, so normally you won't need to tweak this, all right?
But if you need to, well, just see what they make on the tooltips, because these are pretty
advanced and we are not going to enter in that in this basic tutorial.
All right, now I'm going to add two more materials to the scene, okay?
So this will be the green matte, okay, change the fused color to green, and this one will
be blue matte, and change the fused color to blue, all right?
Also another thing on the preview window, you can check here what kind of object you
will use for making the preview, all right?
You can use a sphere, a cube, a monkey, this is very useful when you need to see how a
complex object behaves with this material, right?
The strand when you are rendering fur, or an sphere with the sky behind it.
But this is the normal one.
All right, now we have three materials on the scene.
We're going to see how to apply them, right?
So here you have an object, and clicking on this button here, you will get a list of
all the materials on the scene.
So we can add this object, another material that is already created, a blue matte, all
right, red matte, again, and here, now I have two objects using the same material.
Here at the right side of the material that this object has applied, we have this number
here.
This tells us the number of objects that are using this material.
If we want now this object to have the same material, but modify it a bit for whatever
we want, just click here, and we have a copy of that material applied to this object.
Now you can see that there is no button here telling us the number of objects that are
using this material, because we just have this material on this unique object.
So blue matte 02, and we can see that we have now two blue materials.
We can make this a bit of a variation like this, otherwise, if we have the same material
applied to it, you will see that if we modify this material, it will affect off the objects
with that material applied, okay, just as expected.
So blue matte 02.
But we are going to, here you can delete this material, add just the blue matte, and here
just add the red material.
All right, now, I have all these cubes created here for showing you how to apply the same
materials, the same material to more than one object at the same time.
So we can select them all, okay, and the last one we select is the active object.
So we are going to apply a material to that object, for example, the green material, okay,
and now for applying this material to all the selected objects, we press Ctrl L and
select the materials, and we have this applied, Ctrl L materials, right.
So when you have a big scene with a lot of objects that use the same material, you can
apply the material this way, and not just going one by one, applying the material.
Now another cool thing is how to apply more than one material to the same object, okay.
Let's go here, select a face, and here you have this little window.
Here you can apply more materials, for example, let's create a new one, and by default we
duplicate the first material we had applied to this object.
But here you can change the material, like blue, okay.
But what, nothing happens, well, because the materials that are not applied to the object,
we will need to assign them in the edit mode, okay, so just select a face and click here
assign, sorry, here, so let the different material assign, and this face now it's a different
color, same for this one, let's create red material and assign.
So we have now different faces with different materials into the same object, and well,
we can also select a material that this object has applied, and click here for selecting
the faces that are applied, in which that material is applied, sorry.
So we material, select, and we will select the faces that had this material applied,
select, note that this will add the selection to the previous selected faces, so if you
want to just select the red faces, click select with nothing selected, okay, press A, select
everything or nothing, now blue mat, select, the blue face will be selected, okay, so this
is everything for the first part of the material light rendering tutorial, in the next part
we will see how to add some light to the scene and make a render with the materials,
okay, so see you soon, and happy blending.
